Hexprone
Thou hast lost an eighth!
On December 4, David Gaider, Mike Laidlaw and Freddie Prinze Jr. gave a talk at the NYU Game Center about the development of DA:I. The entire talk is temporarily hosted online here. It's two hours long, but if you want to plunge into it, know that the host runs his mouth for ten minutes before letting the guest speakers talk at all. You may want to jump to 12:30 or so, when Laidlaw begins:
And Laidlaw says that what some have called an MMO-style grind is inspired not by online games but by a very old-school favorite.
Nothing is certain—that's a big part of the DA world. A lot of things are tied to faith and [the idea] that history is mutable. These are things that Dave [Gaider] set up really early. In the first DA game, the very first line ever spoken is "The Chantry teaches us that…" and it goes from there. That's one of the key watchwords: history is not necessarily true. We don't have a source telling us it how it all went down—you always have the idea of perspective […]
And Laidlaw says that what some have called an MMO-style grind is inspired not by online games but by a very old-school favorite.
More information.Laidlaw highlighted the team’s goal of allowing “activity-based gameplay” [hideous suit-ish phrase] in which players can progress towards large goals through a variety of different means. Whether a player wants to fight a dragon or improve their home base, they will be rewarded with things like Power and Influence…
As a model, Laidlaw pointed to Sid Meier’s Pirates! [in which anything] from sailing to sword-fighting to dancing with a governor’s daughter all help to further your overall goals as a pirate.
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